Expand description
Rollback networking support — deterministic state snapshots, input prediction, and reconciliation for peer-to-peer fighting/action games.
§Architecture
GameStatetrait — implement this for your game state to enable rollbackRollbackBuffer— ring buffer of state snapshots indexed by frameInputPredictor— predicts missing remote inputs based on last knownRollbackSession— orchestrates rollback, save/load, re-simulationNetworkStats— RTT, packet loss, and frame delay tracking
Structs§
- Desync
Detector - Desync
Event - Frame
Input - All player inputs for one frame.
- Input
Packet - Input
Predictor - Predicts missing remote player inputs by repeating the last known input.
- Network
Stats - Peer
Stats - Player
Input - Serializable snapshot of a single player’s input for one frame.
- Rollback
Buffer - Ring buffer of state snapshots and frame inputs for rollback.
- Rollback
Session - Orchestrates frame advance, rollback, and re-simulation.
- State
Snapshot
Constants§
Traits§
- Game
State - Implement this on your game state to enable rollback.